I think you should split the solid body of cars into regions using materials like #solid_body_front, #solid_body_middle, and #solid_body_rear, and at export time determine which parts fall into each region in order to calculate an estimated weight for that region—or define it manually—so the collision matrix file has a better idea of whether the part of another car you hit is easier or harder to lift or move. It might also be a good idea for the glass area to be #solid_body_windows, taking into account whether the glass is broken or not, so that if it’s broken, props from the track can actually fall inside the car instead of magically staying outside.
#Regional Solid Body Weighting for More Accurate Collisions
3 messages · Page 1 of 1 (latest)
Did you modify the game’s collision physics using these principles? You’ve managed to make it almost perfect.
And did you really just take the values from FlatOut 2 and transfer them into the game? Is the physics model really that compatible?
As for the windows, it would be epic to accidentally recreate that during a race. A video like that would definitely go viral.
https://www.youtube.com/watch?v=Lt9EghL0cxE
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